Search found 2784 matches
- Fri Mar 28, 2025 12:40 am
- Forum: Modding
- Topic: [Script] Generic Lever/Button Sequence Puzzle
- Replies: 7
- Views: 8880
Re: [Script] Generic Lever/Button Sequence Puzzle
This is code for Grimrock 1. You cannot use it in Grimrock 2.
- Tue Feb 25, 2025 9:50 pm
- Forum: Custom Dungeons
- Topic: burden of knowledge [1.0.2]
- Replies: 2
- Views: 1222
burden of knowledge [1.0.2]
on my site on nexusmods direct download a small, game-jam-esque puzzle mod i made intermittently during january 2025 and the last few days of december 2024. it is inspired by my inability to deal with tragedy, and also by a weird dream my girlfriend had involving lights. features: - no new classes,...
- Sun Feb 02, 2025 10:28 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3473816
Re: Ask a simple question, get a simple answer
MonsterComponent has a die() method, you don't need to make your own method for killing a monster.
- Wed Jan 15, 2025 1:38 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3473816
Re: Ask a simple question, get a simple answer
defineRecipe() will replace any existing recipe with the same ingredients . It won't replace an existing recipe if it has different ingredients from that recipe, even if the recipe creates the same item. This is so that you can have multiple recipes that create the same item. For example, in Grimroc...
- Mon Jan 13, 2025 9:22 pm
- Forum: Modding
- Topic: Question: Disable grid based movement? Allow free movement.
- Replies: 1
- Views: 1150
Re: Question: Disable grid based movement? Allow free movement.
Sure, you can do this by writing your own movement system from scratch (and only by doing that). You can prevent the player from moving or turning the party normally, freely set the transforms of objects, and can use your own camera position and rotation (CameraComponent), although your control over...
- Sat Dec 21, 2024 8:55 am
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3473816
Re: Ask a simple question, get a simple answer
cast a ray to the party I haven't found anything that allows raytracing to be used in a game or mod. Even if this functionality is there, I don't see a way to control it other than again climbing into the source code of the game. I'm not talking about ray tracing, this is much more primitive than t...
- Wed Dec 18, 2024 1:18 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3473816
Re: Ask a simple question, get a simple answer
Is there any way to check how much the party object or tile underneath it is lit? i.e. is it in the shade or in the sun? I understand that there are dynamic shadows under the open sky during the day and it is difficult to implement. But i want to neglect this. Just having day and night. I want to f...
- Thu Dec 12, 2024 10:26 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3473816
Re: Ask a simple question, get a simple answer
I'm more interested in what's in your onDrawSkills hook. Can I take a look at it to see how you did it? :? There was nothing fancy or even interesting in that onDrawSkills hook, any programmer that read the GraphicsContext documentation could write it in a few minutes even if they didn't know anyth...
- Wed Dec 11, 2024 11:13 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3473816
Re: Ask a simple question, get a simple answer
Aside from that, I know that you hardly reply here now and are more on discord. But unfortunately I don't have the ability to use discord. Is there any other way to contact you? I would like to clarify some things you wrote about as well some time ago. I reply to scripting questions more often here...
- Sat Dec 07, 2024 10:52 pm
- Forum: Mod Creation
- Topic: Ask a simple question, get a simple answer
- Replies: 3990
- Views: 3473816
Re: Ask a simple question, get a simple answer
The main thing you need to worry about there is serialization. Object definitions aren't saved in save games; the game just runs your init.lua again when a save file for your mod is loaded, and assumes that init.lua will define all the objects in the saved game. So to avoid making saves that instant...